12-03-2020, 08:20 AM | #11 | ||||
Join Date: Oct 2020
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Re: Defense (sorry post is long)
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I have debated making it so only people in your front arch have to beat your roll, but if I did that I'd probably remove the DX bonus for being behind someone. Quote:
(I'll go ahead and post the ST/Armor table in a new board when I find it.) Quote:
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You could also just have it be a flat number and not based on ST. Since fatigue is pretty much just damage higher ST still lets you fight longer. Alternatively you could periodically have people make ST checks to avoid fatigue. |
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12-03-2020, 08:44 AM | #12 | ||
Join Date: Oct 2020
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Re: Defense (sorry post is long)
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I don't think it would cause to many issues. Since DX penalties from injury only occur if you get hit it doesn't change anything during that round, thus all penalties apply to the next round of combat. As opposed to the current system where some DX penalties apply to the current turn and some apply to the next turn. |
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12-03-2020, 09:31 AM | #13 |
Join Date: Dec 2017
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Re: Defense (sorry post is long)
I don't currently use a house rule of this sort in my weekly TFT game, but in past years I had one that worked as follows:
- any combatant can perform an active parry in place of a melee attack; success on the DX roll for that parry provides armor protection vs. the targeted attack (only) equal to 3 points per die of base damage for the parrying weapon. - any combatant can also perform 2 or more attacks or active parries with a single 'attack' action, but must roll 1 extra die for all rolls for every attack beyond the first. Thus, if you want to attack and actively parry your foe's attack on the same turn, you are free to do so but must roll 4d for each (or possibly more dice on your attack if your foe defended). There are other fine details re. limitations and interactions with two-weapon fighting, but this is the base. My experience was that people rarely took advantage of these rules unless the combatant in question had a really high adj.DX and was fighting a less skilled foe who was using a relatively light weapon. I interpreted that to mean that the rule I came up with was pretty balanced, because it wasn't obvious that you would benefit from it, on net, except under special circumstances. |
12-03-2020, 09:51 AM | #14 | |||
Join Date: Oct 2015
Location: New England
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Re: Defense (sorry post is long)
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12-03-2020, 10:10 AM | #15 | |
Join Date: Sep 2018
Location: North Texas
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Re: Defense (sorry post is long)
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One of my primary goals for this rule was to keep from having to make extra die rolls, especially opposing rolls. Not that those are necessarily bad, but I prefer my TFT game to function without them.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 12-03-2020 at 10:15 AM. |
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12-03-2020, 10:27 AM | #16 |
Join Date: Sep 2018
Location: North Texas
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Re: Defense (sorry post is long)
Not really. All TFT stats are abstractions that cover multiple physical and mental attributes. Even back in the day, we always accepted that DX was something not unlike a level-based bonus representing the character's general prowess as well as the more obvious aspects of agility, quickness, manual dexterity, etc.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
12-03-2020, 10:48 AM | #17 |
Join Date: Oct 2015
Location: New England
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Re: Defense (sorry post is long)
However abstracted DX is, it defines who acts first. Assuming no modifiers, those with a higher DX act more quickly than those with lower.
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12-03-2020, 11:00 AM | #18 | |
Join Date: Sep 2018
Location: North Texas
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Re: Defense (sorry post is long)
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My rule would require the player to trade that particular advantage for a better defensive posture, however.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 12-03-2020 at 11:14 AM. |
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12-03-2020, 06:40 PM | #19 |
Join Date: Jun 2019
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Re: Defense (sorry post is long)
Always used a house-ruled Parry option as an active defense. Success or failure of the defense always depended entirely upon the DX and tactics of the defender, and never on anything to do with the attacker. That always felt more in keeping with the self-deterrninative nature of TFT.
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"I'm not arguing. I'm just explaining why I'm right." |
12-04-2020, 03:38 PM | #20 | ||||
Join Date: Oct 2020
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Re: Defense (sorry post is long)
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If you roll a better crit than your opponent you hit them without being hit yourself regardless of DX. Quote:
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Thus if you inflict a DX penalty to someone who has already taken their action for the turn the -DX will affect them after next rounds movement. But if you inflict the DX penalty to someone who hasn't gone yet, the -DX will affect their action in the current turn. My system actually simplifies this by making it so DX penalties always affect the next turn. |
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